| Literature DB >> 36216413 |
Anne-Laure Guinet1,2,3, Michel Bams3, Sandrine Payan-Terral3, Néjib Khouri3, Samir Otmane2, Guillaume Bouyer2, Eric Desailly4,3.
Abstract
INTRODUCTION: In paediatric rehabilitation, fun and motivation are also critical keys to successful therapy. A variety of interventions have shown positive effects, high level of interest, compliance and engagement with active video game (AVG).This seems to be an interesting approach for the postoperative gait rehabilitation of children with cerebral palsy (CP). In this study, we will investigate if an overground gait training (GT) delivered through an AVG can improve walking capacity and anaerobic performance. METHODS AND ANALYSIS: This study is a randomised clinical controlled trial. A total of 14 children and adolescents in the age of 10-18 years with CP will be included. The minimum time between surgery and inclusion will be 7 weeks. The test group will participate in the GT programme with Augmented Reality Rehabilitation of Walking-Cerebral Palsy AVG, control group will receive GT on a treadmill. The primary outcome is the 6-Min Walk Test assessing walking capacity; secondary outcomes are the Muscle Power Sprint Test for anaerobic performance and Shuttle Run Test for physical fitness level. Satisfaction is tested with the Physical Activity Enjoyment Scale. ETHICS AND DISSEMINATION: The findings will be disseminated by publications in peer-reviewed journals and conferences. This study received agreement from French ethic committee (Comité de Protection des Personnes Sud-Est VI-Number 2020-A02959-30). TRIAL REGISTRATION NUMBER: NCT04837105. © Author(s) (or their employer(s)) 2022. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ.Entities:
Keywords: Clinical trials; Developmental neurology & neurodisability; Paediatric neurology; Paediatric orthopaedics; REHABILITATION MEDICINE
Mesh:
Year: 2022 PMID: 36216413 PMCID: PMC9558782 DOI: 10.1136/bmjopen-2022-061580
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 3.006
Figure 1(A)–(C) Image capture from ARRoW-CP active video game. On the left (A), this is Yuki, the little dragon that children must follow during walking sprints, and master Keito, who oversees providing Ninja gait training. On the middle (B), an adult (not a patient) wearing the Microsoft Hololens AR headset to see holograms. On the right (C), game elements encourage participants, increase motivation and improve adherence to the therapy (game scoreboard). ARRoW-CP, Augmented Reality Rehabilitation of Walking-Cerebral Palsy.
Details of the gait training protocol deployed in the active video game ARRoW-CP
| Week 1 | Week 2 | Week 3 | Week 4 | |
| Session number per week | 3 | 3 | 3 | 3 |
| Sprint time (s) | 30 | 30 | 30 | 30 |
| Rest time (min:s) | 2:00 | 2:00 | 1:30 | 1:30 |
| Sprint number | 4 | 6 | 8 | 10 |
| Total time of the session | 10 | 15 | 18 | 22 |
ARRoW-CP, Augmented Reality Rehabilitation of Walking-Cerebral Palsy.